Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Alternative WvW Score System
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Nice idea but it will encourage ppl to stop playing when they have weaker forces.
I think that would be a little too complicated just for a scoring system. Scoring should be invisible to people; they should be naturally gaining points as they complete objectives that give their own rewards.
In my opinion, the current system of how points are obtained is good. The problem is scores aren’t weighted. Taking a keep for an hour at 6pm server gives just as many points as taking it at 9am server, when the force taking the keep would have been met with a substantially smaller resistance.
I think ArenaNet’s logic was “it’s just as likely each server will have coverage problems, essentially evening it out.” Except that’s not how it works. Off-hour players congregate to the same servers due to wanting to play with folks who also play in their same time zone. What we have now is a massive imbalance of coverage. It’s actually separate from population issues, too. You could theoretically have a server with a large population but terrible coverage if everyone only plays during NA prime time, and you could have a server with a small population but wreck everyone in PPT due to covering 3am to 2pm server as well as whatever they grab during prime time. So the solution doesn’t necessarily need to be tied to world population.
Nice idea.
But “souls” should not be token, that can be acquired in prime and spend in off-time.
Let souls automatically flow into the last conquered objective of that player or none if this is lost / the player did not participated in a conquest.
@darko.4501
I understand what you’re saying. The idea is only a draft at this point and the benefits are big imo. So the question should be, how you could be encouraged to play when you have weaker forces?
@ceol.9175
I don’t think it is overly complicated. Connected with Dayra’s idea (see below) it makes it actually less complicated, because you do not have to carry the souls back to a keep, it works more automated. This solution is not tied to polulation per se, but to the comparative coverage. You can have a huge coverage with this “soul” system, but as long as you have no opponent, your gain in PPT will be very very small. Only when players/forces confront each other do they have a chance to significantly advance their points. Population differences at a given time are not addressed at all by this system I think, because if you have more, you still will have better chances to kill your enemies and “take their souls”.
Dayra.7405
I like the idea of automated “soul flow”^^ But I wouldn’t necesserily connect it with the player’s last activities. It shouldn’t matter, if he or she participated in the conquest of a keep/tower, because that would encourage blobing even more, because of the need to be there, when keeps/towers are taken. Why not simply let it flow to the closest friendly keep/tower in any case?
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!